/Engine/Source/Runtime/RenderCore/Public/ShaderMaterial.h
struct FShaderMaterialDerivedDefines
bool
COMPILE_SHADERS_FOR_DEVELOPMENT
bool
EDITOR_ALPHA2COVERAGE
bool
FORCE_FULLY_ROUGH
bool
GBUFFER_HAS_PRECSHADOWFACTOR
Based on GetPrecomputedShadowMasks() Note: WRITES_PRECSHADOWFACTOR_TO_GBUFFER is currently disabled because we use the precomputed shadow factor GBuffer outside of STATICLIGHTING_TEXTUREMASK to store UseSingleSampleShadowFromStationaryLights
bool
IS_MESHPARTICLE_FACTORY
bool
MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
bool
MATERIALBLENDING_ANY_TRANSLUCENT
bool
NEEDS_BASEPASS_PIXEL_FOGGING
bool
NEEDS_BASEPASS_PIXEL_VOLUMETRIC_FOGGING
Volumetric fog interpolated per vertex gives very poor results, always sample the volumetric fog texture per-pixel Opaque materials in the deferred renderer get volumetric fog applied in a deferred fog pass
bool
NEEDS_BASEPASS_VERTEX_FOGGING
bool
NEEDS_LIGHTMAP
bool
NEEDS_LIGHTMAP_COORDINATE
bool
OIT_ENABLED
bool
OPAQUE_NEEDS_BASEPASS_FOGGING
With forward shading, fog always needs to be computed in the base pass to work correctly with MSAA.
bool
PIXELSHADEROUTPUT_A2C
bool
PIXELSHADEROUTPUT_BASEPASS
bool
PIXELSHADEROUTPUT_COVERAGE
bool
PIXELSHADEROUTPUT_MRT0
bool
PIXELSHADEROUTPUT_MRT1
bool
PIXELSHADEROUTPUT_MRT2
bool
PIXELSHADEROUTPUT_MRT3
bool
PIXELSHADEROUTPUT_MRT4
bool
PIXELSHADEROUTPUT_MRT5
bool
PIXELSHADEROUTPUT_MRT6
bool
PLATFORM_SUPPORTS_EDITOR_SHADERS
bool
POST_PROCESS_SUBSURFACE
bool
SHADER_STRATA_TRANSLUCENT_ENABLED
bool
STRATA_ENABLED
bool
SUPPORTS_PIXEL_COVERAGE
bool
SUPPORTS_WRITING_VELOCITY_TO_BASE_PASS
If a primitive has static lighting, we assume it is not moving. If it is, it will be rerendered in an extra renderpass.
bool
THIN_TRANSLUCENT_USE_DUAL_BLEND
bool
TRANSLUCENCY_ANY_PERVERTEX_LIGHTING
bool
TRANSLUCENCY_ANY_VOLUMETRIC
bool
TRANSLUCENCY_NEEDS_BASEPASS_FOGGING
Translucent materials need to compute fogging in the forward shading pass Materials that read from scene color skip getting fogged, because the contents of the scene color lookup have already been fogged This is not foolproof, as any additional color the material adds will then not be fogged correctly
bool
TRANSLUCENCY_PERVERTEX_FORWARD_SHADING
bool
TRANSLUCENCY_PERVERTEX_LIGHTING_VOLUME
bool
USE_DEVELOPMENT_SHADERS
bool
USE_EDITOR_COMPOSITING
bool
USE_EDITOR_SHADERS
bool
USES_GBUFFER
bool
WRITES_CUSTOMDATA_TO_GBUFFER
Only some shader models actually need custom data.
bool
WRITES_PRECSHADOWFACTOR_TO_GBUFFER
bool
WRITES_PRECSHADOWFACTOR_ZERO
bool
WRITES_VELOCITY_TO_GBUFFER